Spoiler (click to show/hide):
In the not so distant future, a popular card game has become a sort of sport among young adults, causing some to seek to become pros in order to seek their fortune. This change in the sports landscape caused a demand for Academies devoted to this sport to form, causing the creation of Duel Academies. These academies are devoted to teaching professional-level dueling and deck building.
To enter Dawn academy, one only has to prove that they’re not a completely lost cause, which just consists of winning an entrance duel. Despite the relatively easy entrance conditions, Dawn Academy is incredibly prestigious, among the top 3 in the world and known for cranking out some of the professional duelists with the best reputations, naturally causing the student body to be relatively massive, however the academy is more than large enough to accommodate them all, and then some.
However, Dawn Academy isn’t all fun and games, the campus actually lacks many rules, allowing the students to act as they please, so long as they don’t kill or permanently injure each other, and they show up to classes on time, and get good grades, they won’t be bothered. It’s not even uncommon for students to be raped in public after losing a duel.
In the not so distant future, a popular card game has become a sort of sport among young adults, causing some to seek to become pros in order to seek their fortune. This change in the sports landscape caused a demand for Academies devoted to this sport to form, causing the creation of Duel Academies. These academies are devoted to teaching professional-level dueling and deck building.
To enter Dawn academy, one only has to prove that they’re not a completely lost cause, which just consists of winning an entrance duel. Despite the relatively easy entrance conditions, Dawn Academy is incredibly prestigious, among the top 3 in the world and known for cranking out some of the professional duelists with the best reputations, naturally causing the student body to be relatively massive, however the academy is more than large enough to accommodate them all, and then some.
However, Dawn Academy isn’t all fun and games, the campus actually lacks many rules, allowing the students to act as they please, so long as they don’t kill or permanently injure each other, and they show up to classes on time, and get good grades, they won’t be bothered. It’s not even uncommon for students to be raped in public after losing a duel.
Character Sheet:
Spoiler (click to show/hide):
Name:
Gender:(Female is highly recommended, there will be items for temporarily becoming a futanari)
Personality:
Age:
Appearance:
Background:
Guild:
Key Card:
HP: 10(Reduced to 0 upon losing a duel, when this stat reaches 0, your character becomes incapacitated)
Strength: 1(Used during non-duel combat for inflicting damage and related checks)
Toughness: 1(Used for reducing damage during non-duel combat related checks)
Dexterity: 1(Used for initiating duels and landing hits, as well as related checks)
Charisma: 1(Used for character interactions and related checks)
Speed: 1(Used for avoiding duels and evading non-duel hits, as well as related checks)
Intelligence: 1(Used for related checks and seeing through deception, as well as perception)
Luck: 1(Grants your character a chance to select which card is copied from an opponent’s deck upon winning duels, and finding items and cards)
Deck(See Deck Building, a screenshot of your deck goes here):
10 Points to Spend. Points into HP are doubled
Name:
Gender:(Female is highly recommended, there will be items for temporarily becoming a futanari)
Personality:
Age:
Appearance:
Background:
Guild:
Key Card:
HP: 10(Reduced to 0 upon losing a duel, when this stat reaches 0, your character becomes incapacitated)
Strength: 1(Used during non-duel combat for inflicting damage and related checks)
Toughness: 1(Used for reducing damage during non-duel combat related checks)
Dexterity: 1(Used for initiating duels and landing hits, as well as related checks)
Charisma: 1(Used for character interactions and related checks)
Speed: 1(Used for avoiding duels and evading non-duel hits, as well as related checks)
Intelligence: 1(Used for related checks and seeing through deception, as well as perception)
Luck: 1(Grants your character a chance to select which card is copied from an opponent’s deck upon winning duels, and finding items and cards)
Deck(See Deck Building, a screenshot of your deck goes here):
10 Points to Spend. Points into HP are doubled
Mechanics:
Deck:
Spoiler (click to show/hide):
When building your character’s deck, you select an archetype which you want to use, then use at least 10 monster cards from that archetype, or as many as possible. Any monsters which do not search other monsters(Add a monster from your deck to your hand or from your graveyard to your hand) are limited to 1. Otherwise, any spells and traps may be used. Monsters from other archetypes can not be used unless they help search cards from your selected archetype(For example, if you’re using an A-to-Z deck, Machina Peacekeeper can be used because it searches cards in that archetype, and Machina Gearframe can be used, because it searches Peacekeeper, which searches cards from the A-to-Z archetype.) Your deck is limited to 40 cards, and as many cards in your side deck as you can fit. It’s also recommended that you fit 15 cards into your Extra Deck.
When building your character’s deck, you select an archetype which you want to use, then use at least 10 monster cards from that archetype, or as many as possible. Any monsters which do not search other monsters(Add a monster from your deck to your hand or from your graveyard to your hand) are limited to 1. Otherwise, any spells and traps may be used. Monsters from other archetypes can not be used unless they help search cards from your selected archetype(For example, if you’re using an A-to-Z deck, Machina Peacekeeper can be used because it searches cards in that archetype, and Machina Gearframe can be used, because it searches Peacekeeper, which searches cards from the A-to-Z archetype.) Your deck is limited to 40 cards, and as many cards in your side deck as you can fit. It’s also recommended that you fit 15 cards into your Extra Deck.
Key Card:
Spoiler (click to show/hide):
Your Key Card is the monster in your deck which is supposed to be your win condition. For example, in an A-to-Z deck, the Key Card would be ABC Dragon Buster, XYZ Dragon Cannon, or VWXYZ Dragon Catapult Cannon. In an Ancient Gear deck, it would be Ancient Gear Golem, Ancient Gear Gadjiltron Dragon, Ultimate Ancient Gear Golem, or one of the other Fusions, etc. In a Machina deck, it would be Machina Fortress.
Your Key Card is the monster in your deck which is supposed to be your win condition. For example, in an A-to-Z deck, the Key Card would be ABC Dragon Buster, XYZ Dragon Cannon, or VWXYZ Dragon Catapult Cannon. In an Ancient Gear deck, it would be Ancient Gear Golem, Ancient Gear Gadjiltron Dragon, Ultimate Ancient Gear Golem, or one of the other Fusions, etc. In a Machina deck, it would be Machina Fortress.
Dueling:
Spoiler (click to show/hide):
When a character chooses to initiate a duel, but the challenged character didn’t agree to it, a skill check is initiated:
Attacker: Speed+1d20=Initiation
Defender: Speed+1d20=Evasion
Phase 2:
Attacker: Dex+1d20=Aim
Defender: Dex+1d20=Defense
Upon failing both the evasion and defense rolls, the duel begins.
https://duelingnexus.com/
Duels will take place on DuelingNexus, as the system is now up to date, and automated, preventing ruling concerns and making it easier to learn quickly. If you have trouble deciding how to build your deck, DuelingBook(https://www.duelingbook.com/) allows you to look through available cards without having to specifically type them in, and you can important your decks from DuelingBook to DuelingNexus relatively easily.
Upon winning a duel, you’ll gain EXP equal to the opponent’s stats, excluding HP, and gain a copy of a random card in the opponent’s deck. Upon raping your opponent, you gain EXP equal to opponent’s stats, excluding HP.
When a character chooses to initiate a duel, but the challenged character didn’t agree to it, a skill check is initiated:
Attacker: Speed+1d20=Initiation
Defender: Speed+1d20=Evasion
Phase 2:
Attacker: Dex+1d20=Aim
Defender: Dex+1d20=Defense
Upon failing both the evasion and defense rolls, the duel begins.
https://duelingnexus.com/
Duels will take place on DuelingNexus, as the system is now up to date, and automated, preventing ruling concerns and making it easier to learn quickly. If you have trouble deciding how to build your deck, DuelingBook(https://www.duelingbook.com/) allows you to look through available cards without having to specifically type them in, and you can important your decks from DuelingBook to DuelingNexus relatively easily.
Upon winning a duel, you’ll gain EXP equal to the opponent’s stats, excluding HP, and gain a copy of a random card in the opponent’s deck. Upon raping your opponent, you gain EXP equal to opponent’s stats, excluding HP.
Non-Dueling Combat:
Spoiler (click to show/hide):
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20+speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls+strength)=damage
3b. if attack crits, double damage: ((weapon dicerolls+strength)*2)=damage
3c. if attack misses, sucks to be you.
4. (damage-toughness)= damage taken (subtract from hp)
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20+speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls+strength)=damage
3b. if attack crits, double damage: ((weapon dicerolls+strength)*2)=damage
3c. if attack misses, sucks to be you.
4. (damage-toughness)= damage taken (subtract from hp)
Ranking and Guilds:
Spoiler (click to show/hide):
In the Duel Academy, a character’s ranking is very important, because as you ascend the ranks, you’re more likely to be selected to represent your Guild or your Academy as a whole in competitions. Your ranking also affects how other characters see you, and how much they respect you.
You ascend the rankings of your guild by winning duels. After winning enough duels, you may go to your guild leader and apply for an exam, and upon passing that exam, you win a card and a new title.
Fire Star:
From lowest to highest:
Spark: Wears a white jacket, and is usually bossed around by the other ranks and treated as cannon fodder or bench-warmers
Ember: Wears a black jacket and is treated as an actual member of the team, though still often bossed around by everyone not a Spark. Treated as errand runners for easy tasks
Flame: Wears a black jacket with red stylings. A respected member of the guild, used to go on most missions and is the backbone of the guild. Only the most aggressive of the Blaze and Inferno’s tend to bully the Flame’s
Blaze: Wears a black jacket with orange ornate stylings and made with much more fanciful fabric. Highly respected even by the Inferno’s, these are selected for the hardest of missions, and working with one is considered a great honor.
Inferno: Wears a black jacket with red, orange, and yellow stylings all over it. The fabric is made out of the highest grade materials. Invited to all of the parties, and handle the most important tasks. They can boss around all the lower ranks. Inferno’s are the test proctors and determine whether the testees pass or fail, and working with them is considered the highest honor.
Archfiend:
From lowest to highest:
Vile Pawn: Wears a dark green cape. Treated as test subjects and cannon fodder, are looked down upon, but most accept they play a vital role in their ranks.
Death Rook: Wears a dark green cape with purple stylings. Treated as foot soldiers and sent on easier missions, or harder ones en masse.
Shadow Knight: Wears a purple cape with green stylings, the fabric is higher quality, and they have access to personalized styles. Treated as the equivalent of a sergeant. Experienced foot soldiers that should be used to lead Death Rooks. Always sent on harder missions.
Dark Bishop: Wears a purple cape. Have access to personalized styles. Treated as commanders and assassins. Sent on difficult missions and used as bodyguards for the Terror king/Infernal Queen.
Terror King/Infernal Queen: Wears a very ornate purple full mantle with intricate stylings of a color of their choosing. As well as a crown. Treated as generals. Sent on the hardest of missions and to command large groups of their forces. Always accompanied by a squad of proven loyal Dark Bishops.
Ninja:
From lowest to highest:
Genin: Wears a pure white hoodie. Treated with respect, but viewed as incompetent pupils. Often relegated to simple training, but occasionally accompanied higher ranks in missions.
Chunin: Wears a green hoodie. Treated with respect and viewed as simple peers, they are the backbone of their forces and are used for the most missions.
Jounin: Wears a blue hoodie, treated with more respect than the lower ranks and is viewed as the experienced members. Is sent on the harder missions, and can be often found training Genin.
Grand Master: Wears a red hoodie. Treated as with utmost respect and viewed as an elder. Is usually sent on assassinations or as the public face of their strength. Is usually accompanied by a pair of Jounin in missions.
Shogun: Wears a black hoodie. Treated with the most respect out of any rank and is viewed as the masters of their art. Is the hidden face of power of their guild and is only sent on the riskiest of missions, often alone. Though they may occasionally bring a pair of Shogun with them.
In the Duel Academy, a character’s ranking is very important, because as you ascend the ranks, you’re more likely to be selected to represent your Guild or your Academy as a whole in competitions. Your ranking also affects how other characters see you, and how much they respect you.
You ascend the rankings of your guild by winning duels. After winning enough duels, you may go to your guild leader and apply for an exam, and upon passing that exam, you win a card and a new title.
Fire Star:
From lowest to highest:
Spark: Wears a white jacket, and is usually bossed around by the other ranks and treated as cannon fodder or bench-warmers
Ember: Wears a black jacket and is treated as an actual member of the team, though still often bossed around by everyone not a Spark. Treated as errand runners for easy tasks
Flame: Wears a black jacket with red stylings. A respected member of the guild, used to go on most missions and is the backbone of the guild. Only the most aggressive of the Blaze and Inferno’s tend to bully the Flame’s
Blaze: Wears a black jacket with orange ornate stylings and made with much more fanciful fabric. Highly respected even by the Inferno’s, these are selected for the hardest of missions, and working with one is considered a great honor.
Inferno: Wears a black jacket with red, orange, and yellow stylings all over it. The fabric is made out of the highest grade materials. Invited to all of the parties, and handle the most important tasks. They can boss around all the lower ranks. Inferno’s are the test proctors and determine whether the testees pass or fail, and working with them is considered the highest honor.
Archfiend:
From lowest to highest:
Vile Pawn: Wears a dark green cape. Treated as test subjects and cannon fodder, are looked down upon, but most accept they play a vital role in their ranks.
Death Rook: Wears a dark green cape with purple stylings. Treated as foot soldiers and sent on easier missions, or harder ones en masse.
Shadow Knight: Wears a purple cape with green stylings, the fabric is higher quality, and they have access to personalized styles. Treated as the equivalent of a sergeant. Experienced foot soldiers that should be used to lead Death Rooks. Always sent on harder missions.
Dark Bishop: Wears a purple cape. Have access to personalized styles. Treated as commanders and assassins. Sent on difficult missions and used as bodyguards for the Terror king/Infernal Queen.
Terror King/Infernal Queen: Wears a very ornate purple full mantle with intricate stylings of a color of their choosing. As well as a crown. Treated as generals. Sent on the hardest of missions and to command large groups of their forces. Always accompanied by a squad of proven loyal Dark Bishops.
Ninja:
From lowest to highest:
Genin: Wears a pure white hoodie. Treated with respect, but viewed as incompetent pupils. Often relegated to simple training, but occasionally accompanied higher ranks in missions.
Chunin: Wears a green hoodie. Treated with respect and viewed as simple peers, they are the backbone of their forces and are used for the most missions.
Jounin: Wears a blue hoodie, treated with more respect than the lower ranks and is viewed as the experienced members. Is sent on the harder missions, and can be often found training Genin.
Grand Master: Wears a red hoodie. Treated as with utmost respect and viewed as an elder. Is usually sent on assassinations or as the public face of their strength. Is usually accompanied by a pair of Jounin in missions.
Shogun: Wears a black hoodie. Treated with the most respect out of any rank and is viewed as the masters of their art. Is the hidden face of power of their guild and is only sent on the riskiest of missions, often alone. Though they may occasionally bring a pair of Shogun with them.
Discord:
Spoiler (click to show/hide):
https://discord.gg/Pu8STjY
https://discord.gg/Pu8STjY